I remember a while ago I was attempting to make my own vr game in scratch. I never got to making the actual "game" part, but I did manage to track the head's rotation natively in scratch by using a webcam and an official extension called "face sensing" in scratch lab, but since it's exclusive to lab I sadly couldn't share the project so decided to stop working on it.
hey, scratcher here - there IS an extension for turbowarp, called sensing +, which gives you access to the device's gyroscope and directional data. I tried it on many devices and it worked on all of them (except my computer of course).
Hey, scratcher here! I hope you read this comment, as i have an idea in order to get controllers. You could share the project and add a "password" to enter it and use other 2 phones and code it so that there are 2 types of modes; Headset, (which is the phone in the headset) and controller which is self explanatory. In controller mode, a cloud variable could be turned to 1 if the screen is clicked, and that makes for a button press. Also, you could turn on the camera extension in both controllers and make it have a variable that measures the shakiness of the image shown in the controller camera, and the greater it is, the faster you could move. I hope this was useful. Good luck with the project! Already subscribed!
1:12 those are the tracking rings, without them. The control wouldn't be trackeed by the integrated cameras or the cameras that comes with the vr. Nowadays the technology of vr is able to implement control tracking without those tracking rings that emits ir light for the cameras for the vr to localize the location of thecontroller
By the way, everyone is pointing out the tracking rings, but they're not explaining them. The tracking rings contain IR (?) lights that the cameras are able to coordinate, calculate, and track. In older headsets that used outside-in tracking, this was done using cameras/base stations in corners of your room. In newer headsets, this is done using cameras inside the headset. They're very accurate and are what enable 6-DOF (degrees of freedom) tracking. What you've built is actually 3-DOF. Very similar to the likes of Google Cardboard, Samsung Gear VR, and the Oculus Go.
To answer the question in the title: No, not in native Scratch, at least. Sadly, mods don't count. I don't use Scratch, so I wouldn't know of any solutions. I just thought the video was neat.
so like using some java script you can get phone's rotation and get a macro to enter this information to the game via keypresses yes it will be very laggy and hard to set up for a normal person but could work in theory
I haven’t done Scratch since I was a kid so my suggestion for controllers may be outdated. However, there is this extension for Makey-Makey, which is kind of like a Raspberry Pi for kids, so it’s cheap and simple. You can wire it up to lots of random objects like fruits and plato to carry the electrical signals back to the Makey Makey, which will allow you to make a controller
You probably know this already, but the scratch lab face sensing blocks could potentially track the head, if a second phone is used, and connected with cloud variables. I haven't tested it with an actual headset yet, so the face tracking might just be horrible.
I'm curious, why did you decide to go with a 3d platformer as the genre for your game? Platformers are pretty rare in the VR world, even on more capable headsets. I think, with the exception of Gorilla Tag, which relies on its unique control scheme requiring controllers with sophisticated motion controls, no VR platformers have really managed to make it. This may be just because the great majority of VR-first games are designed to explore a concept that can only work in VR, a 3d platformer not being among that list. Is it maybe just because platformers are so popular and prevalent on Scratch? kickass video btw, I don't mean to sound antagonistic
an idea i had was a little cheating but would work good, make a program that runs in the backround and when a button like A or X is pressed it translates into a key on the keyboard giving scratch a input. the left and right controllers connect to WASD and the arrow keys etc
Wouldn't call the quest 2 modern considering it has been discontinued and this year it has it's 5th anniversary of being out. (It's not THAT old but with how fast VR is moving right now, it is not modern)
@@DiamondDepthYTnot a lot of headsets have released recently, although the Pico 4 ultra doesn't have rings, and the vision pro doesn't have controllers at all. The leaked valve deckard controllers lack the tracking rings so I think it is definitely going out of fashion (although the psvr2 just has to be special)
@@ShellLurker That is a fair point, but as long as the system still gets security updates, in my eyes it's still modern (yes, i still would call windows 7 modern if it was still supported)
There is a method without modding Scratch but it will likely require a real VR and good programming skills to tell Scratch the current data. This would probably have you use OpenXR, or a different library to retrieve VR data and have it input mouse and keyboard data into Scratch to tell it your current VR Transformation.
That's a great idea! It does sound complicated, but I know people are bummed about using mods to get rotation to work, so this would be a great solution
Fellow Scratcher here! You should use scratch addons for controller support! Might not work with something like an oculus controller, but you could take the guts of an xbox controller and shove it into a 3d-printed shell I guess🤣 This is a concept I've been trying tomake a real game in scratch for a while, but haven't been able to accomplish. Props to you man.✌️ Edit: you can get some cheap android phones with ar core support, like the samsung galaxy a-series phones. Hope to see you accomplish this mission!
I have a idea to detect headset rotation on native Scratch and its with the Video Sensning extension.Getting a color of something and if it becomes another selected color it triggers rotation. Also for color detection probably it will need also detecting lookalike colors for different light conditons.
you could probably communicate in I2C channels using some pixels with some computer vision and hook it to openxr calls to initialise and render it on a quest or whatever and get it to screencap the areas to render on a hmd. admittedlty it'd be extremely slow
i had to go to an online tool from 2014 to find what browsers support the iphone to fact check myself(my ipod touch 5th gen is dead) you can use chrome or edge or probably even firefox to run webxr on your iphone, apple devices have had the sensors since at least the ipod touch 5th gen(i know my device has the sensors) even the vision pro has the sensors for vr(though its not openxr or webxr compatible)
I did this once. You had to use the camera on your laptop for it to run, and then have it send signals to the headset. It made me vomit in two seconds.
Wait, I have an idea so you can look around using just the headset you can attach something to to it. It’s gonna have to be wired just like older VR headsets but yeah you could attach like something with a making make sense. Mikey make is an extension.
Hey! Amazing channel I’m subbing but anyways you could use something called a “microbit” and get 2 of them they are little microcontrollers that can connect to scratch with pins, buttons, ect.
Yo, STEM, idk if you are trying to make a vr game *purely* in scratch, but there is a mod of scratch called penguinmod that may help you with your game
Oh my goodness, that sounds awesome! Do you know if there is a link for the extension? I tried doing a quick search on GitHub but couldn't find anything
the different camera views are NOT different angles, that will make you motion sick. theyre rendered from different positions in 3d space (your eyes are in different spots)
I wonder, I bet you could replace the goDirect with a Micro Bit. That should at least fix the problem with cost. And also it gives you 2 extra convenient buttons! They're in a pretty inconvenient spot for controller buttons to make a shooting button or something because it would be placed on your head, but maybe for like a menu. It also doesn't fully fix the cost problem but it's definitely much cheaper!
perhaps after the turbowarp version of the project is complete, a version using the Go Direct Motion Sensor could be released, which could run on completely vanilla Scratch. And that's the beauty of this platform, this wouldn't even need to be pursued by the original creator, and rather be fan-made. It would definitely be more of a novelty, as with the price tag attached to the Go Direct, and the general choppiness of all complex 3D projects, VR or not, on base Scratch, Turbowarp is just the superior option. But hey, whats wrong with some novelty?
Nice project, but your editing could be improved. I would reccomend splitting the video up into different parts, ie, 3d rendering, dual displays, etc. It felt like you kept jumping around and didnt focus on one thing fully.
Hi ! You could maybe buy a samsung s9 they should be pretty cheap and have a great screen and supports ar core ! I think you can grab one for 50$ maybe ?
Yeah... no. You HAVE to make it in another programming language, because of the slow nature of Scratch. Even if it will work, it will probably be just an image renderer, not a game.
I remember a while ago I was attempting to make my own vr game in scratch. I never got to making the actual "game" part, but I did manage to track the head's rotation natively in scratch by using a webcam and an official extension called "face sensing" in scratch lab, but since it's exclusive to lab I sadly couldn't share the project so decided to stop working on it.
:(
@@RAMBLIEY7791😮
Oh nooo
you could still upload the project files to GameJolt
you could still upload the project files to GameJolt
hey, scratcher here - there IS an extension for turbowarp, called sensing +, which gives you access to the device's gyroscope and directional data. I tried it on many devices and it worked on all of them (except my computer of course).
Hey, scratcher here! I hope you read this comment, as i have an idea in order to get controllers. You could share the project and add a "password" to enter it and use other 2 phones and code it so that there are 2 types of modes; Headset, (which is the phone in the headset) and controller which is self explanatory. In controller mode, a cloud variable could be turned to 1 if the screen is clicked, and that makes for a button press. Also, you could turn on the camera extension in both controllers and make it have a variable that measures the shakiness of the image shown in the controller camera, and the greater it is, the faster you could move. I hope this was useful. Good luck with the project! Already subscribed!
Nice
But you're going to need 3 phones, and it's not like you're going to have 2 extra phones lying around. Besides this, you are a genius.
Get this to top comment
Cloud vars are broken atm. I think turbowarp cloud still works tho.
or you could map controller inputs via scratchaddons or turbowarp
1:09 those are the rings of the controllers, they help with the tracking so they don’t disconnect while you play
on the quest pro and quest 3 (which dont have rings) they track theirselves somehow idk
@@Weird346quest pro has cameras in the controller,.quest 3 has the tracking ring embedded in the controllers
I have the ps4 and it has balls
@@CoulterKawaja what vr games do you play with it?
@Mister_BigCheese The walking dead saints and sinners, gun club vr, rick and Morty vr and job simulator
1:12 those are the tracking rings, without them. The control wouldn't be trackeed by the integrated cameras or the cameras that comes with the vr. Nowadays the technology of vr is able to implement control tracking without those tracking rings that emits ir light for the cameras for the vr to localize the location of thecontroller
The meta quest 3s has tracking available in really dark spaces due to it's infared sensors! (may not be the best but its definitely cool!)
Controllers still have ir lights, theres just smaller number of them and better accuracy of tracking
My virtual reality headset doesn't have rings (Meta quest 3s)
By the way, everyone is pointing out the tracking rings, but they're not explaining them. The tracking rings contain IR (?) lights that the cameras are able to coordinate, calculate, and track. In older headsets that used outside-in tracking, this was done using cameras/base stations in corners of your room. In newer headsets, this is done using cameras inside the headset. They're very accurate and are what enable 6-DOF (degrees of freedom) tracking. What you've built is actually 3-DOF. Very similar to the likes of Google Cardboard, Samsung Gear VR, and the Oculus Go.
Someone tell me why he suddenly hopped from windows (2:11) to Linux (4:41) midway through the video
linux is for debugging (android mode), windows cant do that
8:18 android my beloved, continues being fantastic as always
To answer the question in the title: No, not in native Scratch, at least. Sadly, mods don't count. I don't use Scratch, so I wouldn't know of any solutions. I just thought the video was neat.
Technically, _yes._ Just without native VR control. The dual-viewport parallax game environment works just fine.
well unless you learn a real proggramming language manage to link a controller using some fancy code
so like using some java script you can get phone's rotation and get a macro to enter this information to the game via keypresses
yes it will be very laggy and hard to set up for a normal person but could work in theory
I haven’t done Scratch since I was a kid so my suggestion for controllers may be outdated.
However, there is this extension for Makey-Makey, which is kind of like a Raspberry Pi for kids, so it’s cheap and simple.
You can wire it up to lots of random objects like fruits and plato to carry the electrical signals back to the Makey Makey, which will allow you to make a controller
You probably know this already, but the scratch lab face sensing blocks could potentially track the head, if a second phone is used, and connected with cloud variables. I haven't tested it with an actual headset yet, so the face tracking might just be horrible.
This is amazing work, I always wondered how to make a VR game in scratch!
Genuinely one of the best scratch devlogs I've watched. Keep it up bruh 👍
This is incredible. Love your work! I want to play this as soon as possible!
I'm curious, why did you decide to go with a 3d platformer as the genre for your game? Platformers are pretty rare in the VR world, even on more capable headsets. I think, with the exception of Gorilla Tag, which relies on its unique control scheme requiring controllers with sophisticated motion controls, no VR platformers have really managed to make it. This may be just because the great majority of VR-first games are designed to explore a concept that can only work in VR, a 3d platformer not being among that list.
Is it maybe just because platformers are so popular and prevalent on Scratch?
kickass video btw, I don't mean to sound antagonistic
Can't wait to see what you make! this looks incredible!
an idea i had was a little cheating but would work good, make a program that runs in the backround and when a button like A or X is pressed it translates into a key on the keyboard giving scratch a input. the left and right controllers connect to WASD and the arrow keys etc
YESSSSSSSSSS THIS IS THE EXACT VIDEO I'VE BEEN LOOKING FOR EVER SINCE I GOT A HEADSET I'M SO EXCITED TO SEE YOU WORK THIS!!!!!!
1:10 Those are rings used for tracking. Most modern Meta/Oculus headset do not use these rings anymore, with the exception of the quest 2.
A lot of other VR headsets still use tracking rings though. They're still standard outside of Meta's newest headsets
Wouldn't call the quest 2 modern considering it has been discontinued and this year it has it's 5th anniversary of being out. (It's not THAT old but with how fast VR is moving right now, it is not modern)
@@DiamondDepthYTnot a lot of headsets have released recently, although the Pico 4 ultra doesn't have rings, and the vision pro doesn't have controllers at all. The leaked valve deckard controllers lack the tracking rings so I think it is definitely going out of fashion (although the psvr2 just has to be special)
@@ShellLurker That is a fair point, but as long as the system still gets security updates, in my eyes it's still modern (yes, i still would call windows 7 modern if it was still supported)
@@selinaslayyy that's fair
There is a method without modding Scratch but it will likely require a real VR and good programming skills to tell Scratch the current data.
This would probably have you use OpenXR, or a different library to retrieve VR data and have it input mouse and keyboard data into Scratch to tell it your current VR Transformation.
That's a great idea! It does sound complicated, but I know people are bummed about using mods to get rotation to work, so this would be a great solution
fire, nice work!
There is a mod of scratch called snail ide or penguin mod that LITERALLY ADDS SUPPORT FOR ACTUAL VR DEVICES LIKE QUESTS OR VIVES
Fellow Scratcher here! You should use scratch addons for controller support! Might not work with something like an oculus controller, but you could take the guts of an xbox controller and shove it into a 3d-printed shell I guess🤣 This is a concept I've been trying tomake a real game in scratch for a while, but haven't been able to accomplish. Props to you man.✌️
Edit: you can get some cheap android phones with ar core support, like the samsung galaxy a-series phones. Hope to see you accomplish this mission!
turbowarp has non-scratch native controller support
I'm OFFICIALY following this series!
You are the only dev I know who uses an Iphone 💀
i want looking for this for ages!
Question: Did you consider the micro:bit? I think it's cheaper than the Direct Force thing.
Scratch Addon's has a gamepad extension where you can transfer controller inputs into keyboard keys. Gamepad controllers are only like 15 bucks too.
If you plan on going the modded route, you could use the Sensing Plus extension.
An idea for controllers is one of the scratch add ons, micro-bit. I tried doing this before but my 3 years of experience was too little.
You are so underrated. Also, I might just know how to get it to work. Use a compass made using javascript, or make a custom turbowarp extension
Yeah you should totally add a vr physical extension
Have you considered using turbowarp with its many improvements, as well as gamepad support, or is this project only bound to vanilla scratch?
THe ring thing from occulus controller is to protect your hand
Wow, what a cool project! Good luck with the head tracking!
Those rings on controllers are tracking rings where there are many ir light points that ir camera can use to transmit it into tracking data
I have a idea to detect headset rotation on native Scratch and its with the Video Sensning extension.Getting a color of something and if it becomes another selected color it triggers rotation. Also for color detection probably it will need also detecting lookalike colors for different light conditons.
The circles on the controllers are the tracking rings. Breaking them breaks the tracking in space, ask me how I know
The weird circle things on the controllers are the tracking sensors so that the headset knows where the controllers are
you could probably communicate in I2C channels using some pixels with some computer vision and hook it to openxr calls to initialise and render it on a quest or whatever and get it to screencap the areas to render on a hmd. admittedlty it'd be extremely slow
Hey! Another scratch youtuber here, and theres a vr extension with controller support in the works
I've made a vr project once, but never released it, I haven't updated it based on my latest graphics so it's kinda laggy
Btw, there is a vr extension, unreleased
i had to go to an online tool from 2014 to find what browsers support the iphone to fact check myself(my ipod touch 5th gen is dead)
you can use chrome or edge or probably even firefox to run webxr on your iphone, apple devices have had the sensors since at least the ipod touch 5th gen(i know my device has the sensors) even the vision pro has the sensors for vr(though its not openxr or webxr compatible)
Tinkercad has extensions for VR and AR
with this level of 3d, and enough effort- you can in theory repilacate a whole singler player minecraft world within scratch
I did this once. You had to use the camera on your laptop for it to run, and then have it send signals to the headset. It made me vomit in two seconds.
How bad was the motion tracking?
@rorileyd it was actually pretty decent. i made a jfk assassination simulator, i dont think i have the files anymore :(
The round things are what the headset tracks
Cool idea,i might try this.
you could use microbits rotation sensors
you can enable webXR in settings.
Wait, I have an idea so you can look around using just the headset you can attach something to to it. It’s gonna have to be wired just like older VR headsets but yeah you could attach like something with a making make sense. Mikey make is an extension.
This reminds me a lot of old VR games from the 80s lol
Can't wait for STEM MC to discover Turbowarp and Extensions
Hey! Amazing channel I’m subbing but anyways you could use something called a “microbit” and get 2 of them they are little microcontrollers that can connect to scratch with pins, buttons, ect.
Tried this on native scratch with video sensing and touching color
Might honestly make my 3d engine vr compatible
Here's an idea: why not try LEGO Education WeDo 2.0? it can track rotation, so it might be a good way to get the headset rotation ported into scratch.
7:46 ..wdym position.. can i just make a variable that adds variable names player names and have it save their phone position
bro is a linux user,same btw
why do you not make a devlog #2
welp. now i have something to wait for
Yo, STEM, idk if you are trying to make a vr game *purely* in scratch, but there is a mod of scratch called penguinmod that may help you with your game
"whatever these circle things are" THEY AND TRACKING RINGS *only on meta quest 1 & 2*
4:42 I recently made a 2D physics engine (based on numbers not touching sprites) and dude I understand the pain.
wow im impressed!
there is already a vr ext coming to Turbowarp soon and there are already multiple 3d engines and exts.
Oh my goodness, that sounds awesome! Do you know if there is a link for the extension? I tried doing a quick search on GitHub but couldn't find anything
@@STEMMC whenever i do, the comment always just disappears.
1:11 thats for tracking
the different camera views are NOT different angles, that will make you motion sick. theyre rendered from different positions in 3d space (your eyes are in different spots)
IN REAL TIME I SAW YOUR GO FROM 500 SUBS TO ALMOST 2.5K IN 6 MINUTES I THINK
I have tried to do this before but I failed badly so nice job
1:31 what in the scratch 2
I wonder, I bet you could replace the goDirect with a Micro Bit. That should at least fix the problem with cost. And also it gives you 2 extra convenient buttons! They're in a pretty inconvenient spot for controller buttons to make a shooting button or something because it would be placed on your head, but maybe for like a menu.
It also doesn't fully fix the cost problem but it's definitely much cheaper!
4 times cheaper!
can you list what mods you used
Developed on KDE Plasma, respect 👍
DANG THIS IS AWESOME🔥🔥🔥
"peter how are you doing that"
is that still scratch 3.0 and just an extension? it kinda reminds me of scratch 2.0
bro is using linux and kde plasma
(what are you using to edit your videos btw? also what distro are you using?)
now im interested!
how do you make scratch look like that
This is amazing
I have a compatible android phone, could you send me the link/file for the project?
Is that editor highly modified by an addon for scratch or is it something different? just wondering
10/10 didnt even realise this could work, sad this pretty mu8ch turbowarp exclusive but, you win some you lose some
Turbowarp is still scratch, just with a few dev features enabled and some mods. It’s still entirely scratch
perhaps after the turbowarp version of the project is complete, a version using the Go Direct Motion Sensor could be released, which could run on completely vanilla Scratch. And that's the beauty of this platform, this wouldn't even need to be pursued by the original creator, and rather be fan-made. It would definitely be more of a novelty, as with the price tag attached to the Go Direct, and the general choppiness of all complex 3D projects, VR or not, on base Scratch, Turbowarp is just the superior option. But hey, whats wrong with some novelty?
why even uses the joysticks to rotate anyways like it just makes you dizzy and unoriented
You can make it so you move around by bobbing your head up and down.
bros gonna be making gorilla tag clones now 💀
wait till he finds out about penguin mods vr extension (at least i think its a thing)
Linux user spotted
+5 respect
also this is the most awful idea ever, I'm so glad you thought of it. Good luck, gang
Nice project, but your editing could be improved. I would reccomend splitting the video up into different parts, ie, 3d rendering, dual displays, etc. It felt like you kept jumping around and didnt focus on one thing fully.
give the ability to sprint and jump
Hi ! You could maybe buy a samsung s9 they should be pretty cheap and have a great screen and supports ar core ! I think you can grab one for 50$ maybe ?
I hope you achieve this
your absolutely insane
SOOOO that ring is called a (Tracker) 😅
is it possible to make a 4d game in scratch???????
Yeah... no. You HAVE to make it in another programming language, because of the slow nature of Scratch. Even if it will work, it will probably be just an image renderer, not a game.
i got that vr from five below for Christmas lol
Good Luck!!!
I just got an idea harder than this, VR multiplayer